AI CSS Animations

Polar Token Spectrum

Rounded bars ring a glowing core like a circular audio analyzer, each with a falling peak dot. Bars dance faster and reach further as the token rate climbs.

Also known as: radial spectrum analyzer, circular audio bars, polar equalizer.

HTML + JS

A canvas and a module script, nothing to install. Set canvas.dataset.tps from your stream, or call canvas.token() once per token.

<canvas id="shader-polar-token-spectrum" data-tps="38" data-color="#ff5ca8" style="display:block;width:100%;height:240px;border-radius:12px"></canvas>
<script type="module">
  // Set canvas.dataset.tps from your stream, or call canvas.token() per token.
  const canvas = document.getElementById("shader-polar-token-spectrum");
  const gl = canvas.getContext("webgl2", { alpha: false, antialias: false });
  const fragment = `#version 300 es
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
uniform float uTokens;
uniform float uTps;
uniform vec3 uColor;
out vec4 outColor;
#define TAU 6.28318530718
float hash11(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
float hash12(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
// the accent, lifted so a dark pick still glows
vec3 accent() { return uColor / max(0.25, max(uColor.r, max(uColor.g, uColor.b))); }
// rotate a colour's hue around the grey axis, for a companion tone
vec3 hueRot(vec3 c, float a) {
  const vec3 k = vec3(0.57735027);
  float ca = cos(a);
  return max(c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca), 0.0);
}
// 0 at rest, toward 1 as the stream speeds up
float energy() { return 1.0 - exp(-max(uTps, 0.0) / 90.0); }
vec3 stage(vec2 uv) { return vec3(0.008, 0.009, 0.013) + accent() * 0.016 * exp(-dot(uv, uv) * 2.2); }
// soft shoulder so hot cores bloom toward white, plus a dither against banding
vec4 finish(vec3 c, vec2 fc) {
  c = 1.0 - exp(-max(c, 0.0) * 1.35);
  c += (hash12(fc) + hash12(fc + 17.13) - 1.0) / 255.0;
  return vec4(c, 1.0);
}

float vnoise(float x, float id) {
  float i = floor(x);
  float f = fract(x);
  f = f * f * (3.0 - 2.0 * f);
  return mix(hash12(vec2(mod(i, 512.0), id)), hash12(vec2(mod(i + 1.0, 512.0), id)), f);
}

// bar level for one frequency band, louder in the low bands
float level(float id, float P, float Q, float e) {
  float qw = 0.3 * (1.0 - smoothstep(250.0, 700.0, uTps));
  float v = vnoise(P + id * 0.37, id) * (1.0 - qw) + vnoise(Q, id + 40.0) * qw;
  float band = mix(1.0, 0.5, id / 31.0);
  v = smoothstep(0.08, 0.92, v);
  return pow(v, 1.25) * band * (0.5 + 0.5 * e);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  float px = 1.0 / iResolution.y;
  float e = energy();
  vec3 A = accent();
  vec3 B = hueRot(A, 0.9);
  vec3 col = stage(uv);
  float r = length(uv);

  // mirrored bands: 32 per side, measured from the top
  float a = abs(atan(uv.x, uv.y));
  const float N = 32.0;
  float slot = 3.14159265 / N;
  float id = min(floor(a / slot), N - 1.0);
  float local = (a - (id + 0.5) * slot) * r;

  float P = mod(uTokens * 0.02 + iTime * 0.35, 512.0);
  float Q = mod(uTokens * 0.04 + iTime * 0.6, 512.0);
  const float R0 = 0.185;
  const float LM = 0.275;
  float L = 0.014 + LM * level(id, P, Q, e);
  float w = slot * R0 * 0.32;
  // a capsule from the base ring out to the level
  float y = clamp(r, R0 + w, R0 + L);
  float d = length(vec2(local, r - y)) - w;
  float bar = smoothstep(px, -px, d);
  float along = clamp((r - R0) / LM, 0.0, 1.0);
  vec3 barCol = mix(A, mix(B, vec3(1.0), 0.45), along);
  col += barCol * bar * (0.6 + 0.55 * e);
  col += A * exp(-max(d, 0.0) * 55.0) * 0.18 * (0.4 + e);

  // peak hold: a small dot where the band was loudest a moment ago
  float pk = max(L, 0.014 + LM * level(id, P - 0.35, Q - 0.6, e));
  pk = max(pk, 0.014 + LM * level(id, P - 0.7, Q - 1.2, e));
  float dp = length(vec2(local, r - (R0 + pk + 0.02))) - w * 0.7;
  col += mix(B, vec3(1.0), 0.3) * smoothstep(px, -px, dp) * 0.7;

  // base ring, faint outer scale and the core
  col += A * smoothstep(px * 1.5, 0.0, abs(r - R0 + 0.018)) * 0.5;
  float dots = smoothstep(0.35, 0.1, abs(fract(atan(uv.y, uv.x) / TAU * 96.0) - 0.5));
  col += A * smoothstep(px * 1.5, 0.0, abs(r - 0.488)) * dots * 0.22;
  float breathe = 0.5 + 0.5 * sin(mod(iTime * 1.1, TAU));
  col += mix(A, vec3(1.0), 0.5) * exp(-r * mix(24.0, 12.0, e)) * (0.35 + 0.15 * breathe + 0.5 * e);
  // a scale line out to the sides
  col += A * smoothstep(px, 0.0, abs(uv.y)) * smoothstep(0.52, 0.6, abs(uv.x)) * (1.0 - smoothstep(0.7, 1.1, abs(uv.x))) * 0.25;
  fragColor = finish(col, fragCoord);
}

void main() {
  mainImage(outColor, gl_FragCoord.xy);
  outColor.a = 1.0;
}
`;
  const vertex = `#version 300 es
void main() {
  vec2 p = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
  gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}
`;
  const compile = (type, src) => {
    const s = gl.createShader(type);
    gl.shaderSource(s, src);
    gl.compileShader(s);
    if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));
    return s;
  };
  const program = gl.createProgram();
  gl.attachShader(program, compile(gl.VERTEX_SHADER, vertex));
  gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fragment));
  gl.linkProgram(program);
  gl.useProgram(program);
  const u = (n) => gl.getUniformLocation(program, n);
  const [res, time, tokens, rate, color] = ["iResolution", "iTime", "uTokens", "uTps", "uColor"].map(u);
  const hex = parseInt((canvas.dataset.color || "#7c5cff").slice(1), 16);
  gl.uniform3f(color, ((hex >> 16) & 255) / 255, ((hex >> 8) & 255) / 255, (hex & 255) / 255);

  // canvas.token(): count real tokens and derive the rate from the last second.
  const stamps = [];
  canvas.token = () => {
    stamps.push(performance.now());
    canvas.dataset.tps = "auto";
  };
  const still = matchMedia("(prefers-reduced-motion: reduce)").matches;
  let count = 0, last = performance.now(), visible = true, frame = 0;
  new IntersectionObserver(([e]) => {
    visible = e.isIntersecting;
    if (visible && !frame) frame = requestAnimationFrame(draw);
  }).observe(canvas);

  function draw(now) {
    frame = 0;
    const dt = Math.min((now - last) / 1000, 0.1);
    last = now;
    while (stamps.length && now - stamps[0] > 1000) stamps.shift();
    const wobble = 1 + 0.25 * Math.sin(now / 588) + 0.15 * Math.sin(now / 233 + 1) + 0.08 * Math.sin(now / 91 + 2);
    const tps = canvas.dataset.tps === "auto" ? stamps.length : Number(canvas.dataset.tps) * wobble;
    count += tps * dt;
    const dpr = Math.min(devicePixelRatio || 1, 2);
    const w = Math.round(canvas.clientWidth * dpr), h = Math.round(canvas.clientHeight * dpr);
    if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; }
    gl.viewport(0, 0, w, h);
    gl.uniform3f(res, w, h, 1);
    gl.uniform1f(time, still ? 2 : now / 1000);
    gl.uniform1f(tokens, still ? Number(canvas.dataset.tps) * 2 : count);
    gl.uniform1f(rate, tps);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    if (visible && !still) frame = requestAnimationFrame(draw);
  }
  frame = requestAnimationFrame(draw);
</script>

GLSL for Shadertoy

// Inputs the site passes in, as constants for Shadertoy.
// uTps: tokens per second. uTokens: tokens so far. uColor: the accent.
#define uTps 38.0
#define uTokens (iTime * uTps)
#define uColor vec3(1.000, 0.361, 0.659)

#define TAU 6.28318530718
float hash11(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
float hash12(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
// the accent, lifted so a dark pick still glows
vec3 accent() { return uColor / max(0.25, max(uColor.r, max(uColor.g, uColor.b))); }
// rotate a colour's hue around the grey axis, for a companion tone
vec3 hueRot(vec3 c, float a) {
  const vec3 k = vec3(0.57735027);
  float ca = cos(a);
  return max(c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca), 0.0);
}
// 0 at rest, toward 1 as the stream speeds up
float energy() { return 1.0 - exp(-max(uTps, 0.0) / 90.0); }
vec3 stage(vec2 uv) { return vec3(0.008, 0.009, 0.013) + accent() * 0.016 * exp(-dot(uv, uv) * 2.2); }
// soft shoulder so hot cores bloom toward white, plus a dither against banding
vec4 finish(vec3 c, vec2 fc) {
  c = 1.0 - exp(-max(c, 0.0) * 1.35);
  c += (hash12(fc) + hash12(fc + 17.13) - 1.0) / 255.0;
  return vec4(c, 1.0);
}

float vnoise(float x, float id) {
  float i = floor(x);
  float f = fract(x);
  f = f * f * (3.0 - 2.0 * f);
  return mix(hash12(vec2(mod(i, 512.0), id)), hash12(vec2(mod(i + 1.0, 512.0), id)), f);
}

// bar level for one frequency band, louder in the low bands
float level(float id, float P, float Q, float e) {
  float qw = 0.3 * (1.0 - smoothstep(250.0, 700.0, uTps));
  float v = vnoise(P + id * 0.37, id) * (1.0 - qw) + vnoise(Q, id + 40.0) * qw;
  float band = mix(1.0, 0.5, id / 31.0);
  v = smoothstep(0.08, 0.92, v);
  return pow(v, 1.25) * band * (0.5 + 0.5 * e);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  float px = 1.0 / iResolution.y;
  float e = energy();
  vec3 A = accent();
  vec3 B = hueRot(A, 0.9);
  vec3 col = stage(uv);
  float r = length(uv);

  // mirrored bands: 32 per side, measured from the top
  float a = abs(atan(uv.x, uv.y));
  const float N = 32.0;
  float slot = 3.14159265 / N;
  float id = min(floor(a / slot), N - 1.0);
  float local = (a - (id + 0.5) * slot) * r;

  float P = mod(uTokens * 0.02 + iTime * 0.35, 512.0);
  float Q = mod(uTokens * 0.04 + iTime * 0.6, 512.0);
  const float R0 = 0.185;
  const float LM = 0.275;
  float L = 0.014 + LM * level(id, P, Q, e);
  float w = slot * R0 * 0.32;
  // a capsule from the base ring out to the level
  float y = clamp(r, R0 + w, R0 + L);
  float d = length(vec2(local, r - y)) - w;
  float bar = smoothstep(px, -px, d);
  float along = clamp((r - R0) / LM, 0.0, 1.0);
  vec3 barCol = mix(A, mix(B, vec3(1.0), 0.45), along);
  col += barCol * bar * (0.6 + 0.55 * e);
  col += A * exp(-max(d, 0.0) * 55.0) * 0.18 * (0.4 + e);

  // peak hold: a small dot where the band was loudest a moment ago
  float pk = max(L, 0.014 + LM * level(id, P - 0.35, Q - 0.6, e));
  pk = max(pk, 0.014 + LM * level(id, P - 0.7, Q - 1.2, e));
  float dp = length(vec2(local, r - (R0 + pk + 0.02))) - w * 0.7;
  col += mix(B, vec3(1.0), 0.3) * smoothstep(px, -px, dp) * 0.7;

  // base ring, faint outer scale and the core
  col += A * smoothstep(px * 1.5, 0.0, abs(r - R0 + 0.018)) * 0.5;
  float dots = smoothstep(0.35, 0.1, abs(fract(atan(uv.y, uv.x) / TAU * 96.0) - 0.5));
  col += A * smoothstep(px * 1.5, 0.0, abs(r - 0.488)) * dots * 0.22;
  float breathe = 0.5 + 0.5 * sin(mod(iTime * 1.1, TAU));
  col += mix(A, vec3(1.0), 0.5) * exp(-r * mix(24.0, 12.0, e)) * (0.35 + 0.15 * breathe + 0.5 * e);
  // a scale line out to the sides
  col += A * smoothstep(px, 0.0, abs(uv.y)) * smoothstep(0.52, 0.6, abs(uv.x)) * (1.0 - smoothstep(0.7, 1.1, abs(uv.x))) * 0.25;
  fragColor = finish(col, fragCoord);
}

Customizing this shader

  • Speed: uTps is the token rate and uTokens the running count. The standalone runner adds a natural wobble to a fixed rate, the way real streams speed up and slow down.
  • Color: set data-color on the canvas, or change uColor in the Shadertoy version. Currently previewing #ff5ca8.
  • Size: style the canvas with CSS. It renders at up to twice your screen's pixel density and stops drawing while it is off screen.
  • Reduced motion: the runner draws a single still frame for people who asked their OS for less motion.

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